Download - BattleTech a Time of War GM Screen
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2011 The Topps Company, Inc. All rights Reserved. BattleTech, BattleMech, MechWarrior and Mech are registered trademarks and/or trademarks of The Topps Company, Inc., in the United States and/or other countries. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC.
GAMEMASTER SCREEN
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For the rst time ever, BattleTech gets a gamemaster screen! This must-have for GMs features art from Total Warfare and puts important tables and data at your ngertips!
LIMITED EDITION
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This GM screen will only be available at conventions that Catalyst Game Labs attends.But for a limited time, you can pre-order this Limited Edition screen along with the standard GM screen. Dont miss out! Run a great game and look good while youre at it.
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BASIC COMBAT MODIFIERS
Conditional Modi ers Roll Modi er Conditional Modi ers Roll Modi erRange (Ranged Combat Only) Attacker Actions/Conditions (Ranged and Melee Combat)
Point-Blank Range +1 Attacker Encumbered 1
Short Range +0 Attacker Very Encumbered 2
Medium Range 2 Attacker Overloaded 3
Long Range 4 Attacking Secondary Target/Defending vs. Melee 1
Extreme Range 6 Attacking with O -hand 1
Targets Cover (Ranged Combat Only) Attacker is Fatigued (see Damage E ects) (Fatigue points WIL)
Light Cover (Target 5-25% concealed) 1 Attacker is Injured (see Damage E ects) (Injury Modi er, see p. 182)*
Moderate Cover (Target 26-50% concealed) 2 Miscellaneous Conditions (Ranged and Melee Combat)
Heavy Cover (Target 51-75% concealed) 3 Environmental Conditions See pp. 230-238
Full Cover (Target 76-100% concealed) 4 Target Stunned/Surprised +2
Other Characters in Line of Fire 1 Attacking from Behind +1
Movement (Ranged and Melee Combat) Using O -Hand 1
Attacker Walking/Treading Water 1 Aimed Shot** (Ranged and Melee Combat)
Attacker Running/Crawling/Swimming 2 Chest 2
Attacker Jumping/Gliding/Flying 3 Arm, Leg, Abdomen (Wing/Fin) 3
Target Moved 10-45 meters 1 Head, Hand, Foot (Tail) 5
Target Moved 46-75 meters 2 Additional Ranged Attack Modi ers (Ranged Combat Only)
Target Moved 76-105 meters 3 Attacker Taking Careful Aim +(1 per Careful Aim Action, max +3)
Target Moved 106-150 meters 4 Friendly Character in Melee with Target 2
Target Moved 151+ meters 5 Burst-Fire Attack Recoil Modi er
Target Evading (Targets Acrobatics Skill, Max 4) Splash or Area-E ect (Blast) Attack +2
Target Jumping/Gliding/Flying 2 Suppression Fire Attack 1
Target Crawling/Prone 1 Indirect Attack (with Spotter) 2
Target Immobile +4 Blind Fire/Indirect Attack (without Spotter) 4
Target Size (Ranged and Melee Combat) Additional Melee Combat Modi ers (Melee Combat Only)
Monstrous (Ex: Whale, DropShip) +5 Attacker Stunned/Surprised 6
Very Large (Ex: Elephant, BattleMech) +3 Friendly Character in Melee with Target +2
Large (Ex: Horse, battle armor, ground car) +1 Crawling/Prone Target in Melee Range +2
Medium (Ex: Adult human, refrigerator) +0 Using Ranged Weapon in Melee Combat 2
Small (Ex: Young child, co ee table) 1 Attempting Grapple (Attacker Only) 1
Very Small (Ex: Dog, desktop computer) 2 Grappling Attacker vs. Grappled Target +2
Extremely Small (Ex: Cat, book) 3 Grappled Target vs. Grappling Attacker +1
Tiny (Ex: Mouse, micro-communicator) 4
*If Hit Location rules are in use, do not apply general Injury modi ers to actions. **Only if Hit Location rules are in use. Do not apply Full Cover modi er when using Blind Fire or Indirect Fire (without spotter)
INITIATIVE TABLEBase Initiative Roll IndividualBasic Initiative Base: 2D6
Combat Paralysis Base: 3D6 (worst 2D6)
Combat Sense Base: 3D6 (best 2D6)
Additional Conditions* IndividualTactics Skill +Skill level
Leadership Skill (Squad Leaders only) +Skill level
*To use Skill modi ers, Squad or Team Initiative rules must be in play. For Tactics, the appropriate Subskill is required; For both, the squad leader must be present, active and able to communicate with his troops to apply the modi er.troops to apply the modi er.
BASIC COMBAT TARGET NUMBERS
Combat Action Check Target Number (TN)
Ranged Attack Appropriate Ranged Weapon Attack Skill TN
Melee Weapons Attack (and Defense)
Appropriate Melee Weapon Attack Skill TN
Martial Arts Attack (and Defense)Martial Arts Attack (and Defense) Appropriate Martial Arts Skill TNAppropriate Martial Arts Skill TN
Maintain / Disengage from Grapple Appropriate Martial Arts Skill TNs*
*Opposed Action Check. Only made after successful melee grapple.
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STANDARD DAMAGE TABLESTANDARD DAMAGE TABLEAttack Type Standard Damage ValueRanged (Standard)* Weapon Damage + (Attackers MoS x 0.25)**
Ranged (Burst-Fire) Weapon Damage + (Attackers MoS)
Melee (Unarmed) (Winners STR 4) + (Winners MoS x 0.25)
Melee (Armed)Melee (Armed)(Weapon Damage) + (Winners STR 4) + (Winners (Weapon Damage) + (Winners STR 4) + (Winners MoS x 0.25)
Falling (Hard Surface) 0.2 x (Falling Distance in meters)
Falling (Soft Surface) 0.1 x (Falling Distance in meters)
Area-Eff ect Weapon Damage (Distance from Impact in meters)**
*Also for burst- re weapon used as suppression re**Round down; area-e ect damage AP is reduced by 1 per meter of distance, also rounded down.Round up; For net MoS, subtract losers MoS from winners if both succeeded (or add losers MoF to
winners MoS)Round up; Damage AP = (0.1 x falling distance, rounded normally; 0.5 rounds up)
DAMAGE NOTATION TABLEDAMAGE NOTATION TABLEArmor Penetration Factor Base Damage Factor
Code E ect Code E ectB Ballistic A Area-E ect
E Energy B Burst-Fire
MM MeleeMelee CC Continuous DamageContinuous Damage
S Special D Subduing/Disabling Damage
X Explosive S Splash Damage
BATTLE ARMOR BAR TABLETacticalArmor
BAR(Clan)
BAR(Inner Sphere)
1 4/4/5/4 4/4/5/4
2 5/5/6/5 4/5/6/5
3 6/5/6/5 5/5/6/5
4 7/6/6/6 6/6/6/5
5 7/7/6/6 7/7/6/6
6 8/7/6/6 8/7/6/6
7 8/7/7/7 8/7/6/6
8 9/7/7/7 9/7/7/7
9 9/8/7/7 9/8/7/7
10 9/8/8/8 9/8/8/7
11 9/9/8/8 9/8/8/8
12 10/9/8/8 9/9/8/8
13 10/9/9/8 10/9/8/8
14 10/9/9/8 10/9/9/8
15 10/9/9/9 10/9/9/9
16 10/10/9/9 10/10/9/9
17 10/10/9/9 10/10/9/9
18 10/10/9/9 10/10/9/9
Fire-Resistant Armor: Fire-resistant armor provides a BAR of 10 vs. any Incendiary damage.Exoskeletons: Unless the extended life support system is installed, lower all BAR values for exoskeletons
by 2 (to a minimum of 0) to re ect their open construction.
BARRIER INTEGRITY TABLEPoints Example
0-1 Easily shattered (crystal, glass or paper construction)
2-3 Flimsy (interior doors, light furniture, tree branch/sapling)
4-5 Modest (interior walls, exterior doors, heavy furniture, tree trunk)
6-10 Tough (exterior walls, industrial equipment)
11-20 Ironclad (reinforced walls, airlock hatches, military equipment)
21-50+ Impregnable (armored walls, solid rock)
HIT LOCATIONS TABLEANGLE OF ATTACK MODIFIERS
Attack Direction ModiferFrom Left Side 1
From Right Side +1
From Front or Back +0
From Above Reroll Leg Results*
From Below Reroll Head Results*
*Second location result stands, even if it is identical
HIT LOCATION ROLL
Roll (2D6) Location2 or less Head
3 Left Foot
4 Left Hand
5 Left Arm
6 Torso*
7 Legs**
8 Torso*
9 Right Arm
10 Right Hand
11 Right Foot
12 or more12 or more HeadHead
*Roll 1D6: 1-4 = Chest; 5-6 = Abdomen**Roll 1D6 and add Angle of Attack Modi er: 3 or less = Left Leg; 4 or more = Right Leg
LOCATION EFFECTS TABLE
LocationDamage
Multiplier Combat E ects
Head x2 Roll 1D6: 1-4 = Dazed; 5 = Deafened; 6 = Blinded
Chest x1 Roll 1D6: 1-3 = No added e ect; 4 = Dazed; 5 = Knockdown; 6 = Internal Damage
Abdomen x1 Roll 1D6: 1-2 = No added e ect; 3-4 = Dazed; 5 = Knockdown; 6 = Internal Damage
Arm x0.5 All actions using a ected arm su er 1 roll modi er (max 2)
Leg x0.75 Knockdown; reduce all movement by 2 meters/turn (to a min. of 0 meters/turn)
Hand* x0.25 All actions using a ected hand su er 2 roll modi er (max 4)
Foot x0.25 Knockdown; reduce all movement by 1 meter/turn (to a min. of 0 meters/turn)
*If the a ected hand is holding an object or grappling, the wounded character must make an immediate DEX Attribute Check (applying all Injury and Wound E ect modi ers) to avoid releasing the held object.
Any hits to a limb that would otherwise exceed the maximum listed e ects (such as an arm-based roll modi er of 3 or a reduction of the characters Walking MP to less than 0) render the limb Shattered (see below).(see below).
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BASIC ACTION CHECK TABLEAction CheckAction Check Target NumberTarget NumberSkill Check (Simple-Basic Skill) 7
Skill Check (Simple-Advanced Skill) 8
Skill Check (Complex-Basic Skill) 8
Skill Check (Complex-Advanced Skill) 9
Attribute Check/Untrained Skill Check (Single-Attribute) 12
Attribute Check/Untrained Skill Check (Double Attribute)Attribute Check/Untrained Skill Check (Double Attribute) 1818
ACTION CHECK MODIFIERSAttribute Check Modi ers (Attributes and Untrained Skills) Roll Modi erSingle Attribute + Attribute Score
Dual Attribute + Sum of BothAttribute Scores
Attempting Untrained Skill 4
Skill Check Modi ers Skill Check Modi ers (Trained Skills Only)(Trained Skills Only) Roll Modi erRoll Modi erAll Skill Checks + Skill Level
Skill Specialization
Skill is not specialized +0
Skill is specialized (Specialty applies) +1
Skill is specialized (Specialty does not apply)not apply)not 1
Linked Attribute Value
0 4
1 2
23 1
46 +0
79 +1
10 +2
11+ + (Attribute 3)*
Action Di culty and Special Conditions Roll Modi erGeneral Action Di culty (All Checks)
Very Easy +3
Easy +1
Average +0
Di cult 1
Very Di cult 3
Extremely Di cult 5
Vision-based Action Checks (Perception Skill)**
Target at Point-Blank Range (less than 1 meter) +1
Target at Short Range (1 to 300 meters) +0
Target at Medium Range (301 to 600 meters) 2
Target at Long Range (601 to 900 meters) 4
Target at Extreme Range (over 900 meters) 6
Miscellaneous Conditions (All Checks)
Character is Injured (Injury Modi er; see p. 182)
Character is Fatigued (Fatigue Points WIL, minimum 0)
Planetary Conditions See p. 230
Good Conditions(unencumbered, no hazards, unhurried) +1
Poor Conditions(encumbered, minor hazards, rushed) 1
Bad Conditions(very encumbered, serious hazards, under re) 2
*Round down, to a maximum of +5**Applies primarily to Perception Skill Checks (other a ected actions are at the gamemasters discretion). General **Applies primarily to Perception Skill Checks (other a ected actions are at the gamemasters discretion). General Action Di culty and Miscellaneous Conditions modi ers (for darkness, concealment and so forth) may also apply.Action Di culty and Miscellaneous Conditions modi ers (for darkness, concealment and so forth) may also apply.
MARGIN OF SUCCESS/FAILURE TABLEMARGIN OF SUCCESS/FAILURE TABLEMargin Result Example+7 or more Spectacular (Perception) Spotted a housefl y at 100 meters(Perception) Spotted a housefl y at 100 meters
+5 to +6 Extraordinary (Acrobatics) Double-fl ip while diving into a pool six stories below(Acrobatics) Double-fl ip while diving into a pool six stories below
+3 to +4+3 to +4 GoodGood (Computers) Hacked the local interweb game server(Computers) Hacked the local interweb game server(Computers) Hacked the local interweb game server(Computers) Hacked the local interweb game server
+1 to +2 Itll do (Surgery) Well, there will be some scarring(Surgery) Well, there will be some scarring
0 Barely made it! (Acting) Two out of three critics found your performance forgettable.(Acting) Two out of three critics found your performance forgettable.
1 to 2 Almost (Driving) Stopped two meters into the intersection at the red light(Driving) Stopped two meters into the intersection at the red light
3 to 4 Bad (Cryptography) One in every three words might make sense(Cryptography) One in every three words might make sense
5 to 65 to 6 TerribleTerrible (Stealth) Snap! You found the loudest, driest twig in the sandbox!(Stealth) Snap! You found the loudest, driest twig in the sandbox!(Stealth) Snap! You found the loudest, driest twig in the sandbox!
7 or worse Disastrous (Security Systems) Warning! Intruder alert! Release the gas!
MASTER TRAITS LISTPositive Character Traits Negative Character TraitsAlternate ID 2 TP Animal Antipathy 1 TP
Ambidextrous 2 TP Bloodmark 5 to 1 TP
Animal Empathy 1 TP Combat Paralysis 4 TP
Attractive 2 TP Compulsion 5 to 1 TP
Citizenship/Trueborn 2 TP Dark Secret 5 to 1 TP
Combat Sense 4 TP Dependent 2 to 1 TP
Connections 1 to 10 TP Enemy 1 to 10 TP
Exceptional Attribute 2 TP Glass Jaw 3 TP
Fast Learner 3 TP Gremlins 3 TP
Fit 2 TP Handicap 5 to 1 TP
G-Tolerance 1 TP Illiterate 1 TP
Good Hearing 1 TP Impatient 1 TP
Good Vision 1 TP In For Life 3 TP
Gregarious 1 TP Introvert 1 TP
Implant/Prosthetic 1 to 6 TP Lost Limb 5 to 1 TP
Natural Aptitude 3 or 5 TP Poor Hearing 5 to 1 TP
Pain Resistance 3 TP Poor Vision 9 to 2 TP
Patient 1 TP Slow Learner 3 TP
Phenotype 0 TP Thin-Skinned 1 TP
Poison Resistance 2 TP TDS 1 TP
Property 1 to 10 TP Unattractive 1 TP
Rank 1 to 15 TP Unlucky 10 to 2 TP
Sixth Sense 4 TP
Tech Empathy 3 TP
Thick-Skinned 1 TP
Title/Bloodname 3 to 10 TP
Toughness 3 TP
Flexible Character Traits Vehicle TraitsEquipped 1 to 8 TP Custom Vehicle 1 to 6 TP
Extra Income 10 to 10 TP Design Quirk 5 to 5 TP
Reputation 5 to 5 TP Vehicle Level 1 to 12 TP
Wealth 1 to 10 TP
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P. 42SPECIFIC WOUND EFFECTS TABLEE ect Description
Dazed Character suff ers 1D6 additional Fatigue damage points
DeafenedCharacter suff ers critical damage to ear equal to Level 3 Poor Hearing (see p. 122)*
BlindedCharacter suff ers critical damage to eye equal to Level 3 Poor Vision (see p. 122)*
InternalDamage
Character suff ers 1D6 additional Standard damage points (check for bleeding)*
KnockdownCharacter must make a RFL Attribute Check to avoid falling, applying Injury modifi ers
Shattered Limb Character cannot use the aff ected limb (check for bleeding)*
*Surgery Skill required to stabilize/repair this wound type; apply a 2 modi er to all Surgery Checks
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MASTER SKILLS LISTSkill Name Links TN/C Skill Name Links TN/CAcrobatics RFL 7 / SB MedTech INT 7 / SB
Acting CHA 8 / CB Melee Weapons [Basic Tier] DEX 7 / SB*
Administration INT + WIL 8 / SA Melee Weapons [Advanced Tier] RFL + DEX 8 / SA*
Animal Handling WIL 7 / SB Navigation INT 7 / SB
Appraisal INT 8 / CB Negotiation CHA 8 / CB
Archery DEX 7 / SB Perception INT 7 / SB
Art [Basic Tier] DEX 8 / CB* Piloting RFL + DEX 8 / SA
Art [Advanced Tier] DEX + INT 9 / CA* Prestidigitation [Basic Tier] DEX 7 / SB*
Artillery INT + WIL 8 / SA Prestidigitation [Advanced Tier] RFL + DEX 8 / SA*
Career INT 7 / SB Protocol WIL + CHA 9 / CA
Climbing DEX 7 / SB Running RFL 7 / SB
Communications INT 7 / SB Science INT + WIL 9 / CA
Computers [Basic Tier] INT 8 / CB* Security Systems DEX + INT 9 / CA
Computers [Advanced Tier] DEX + INT 9 / CA* Sensor Operations INT + WIL 8 / SA
Cryptography INT + WIL 9 / CA Small Arms DEX 7 / SB
Demolitions DEX + INT 9 / CA Stealth RFL + INT 8 / SA
Disguise CHA 7 / SB Strategy INT + WIL 9 / CA
Driving RFL + DEX 8 / SA Streetwise CHA 8 / CB
Escape Artist STR + DEX 9 / CA Support Weapons DEX 7 / SB
Forgery DEX + INT 8 / SA Surgery DEX + INT 9 / CA
Gunnery RFL + DEX 8 / SA Survival BOD + INT 9 / CA
Interest [Basic Tier] INT 8 / CB* Swimming STR 7 / SB
Interest [Advanced Tier] INT + WIL 9 / CA* Tactics INT + WIL 9 / CA
Interrogation WIL + CHA 9 / CA Technician DEX + INT 9 / CA
Investigation INT + WIL 9 / CA Thrown Weapons DEX 7 / SB
Language INT + CHA 8 / SA Tracking INT + WIL 8 / SA
Leadership WIL + CHA 8 / SA Training INT + CHA 9 / CA
Martial Arts [Basic Tier] RFL 7 / SB* Zero-G Operations RFL 7 / SB
Martial Arts [Advanced Tier] RFL + DEX 8 / SA*
Complexity Codes: CA = Complex-Advanced, CB = Complex-Basic; SA = Simple-Advanced; SB = Simple-Basic*Tiered Skill: Basic Tier has a Skill Level maximum of 3; Advanced Tier has a Skill Level minimum of 4.
MOVEMENT RATES TABLE
Movement Mode Base MPs (Meters per Turn)Walk (STR + RFL)
Run 10 + (STR + RFL) + (Running Skill Level)
Sprint (Running MPs) x 2*
Special Movement Modes
Climb [(Walking MP) 2]** + (Climbing Skill Level)
Crawl [(Walking MP) 4]**
Evade Running MP
Swim (Walking MP) + (Swimming Skill Level)
Turn in Place 0
*Sprinting creates fatigue each turn (see Fatigue, p. 189) **Round up Half movement (rounding down), if the character lacks the indicated Skill
Turning in place is a movement rate in which the character moves a negligible distance and thus spends no MPs.
MOVEMENT COSTS TABLE
Terrain/Situation MP Cost (per meter)Clear Terrain 1
Rough Terrain +1
Di cult Terrain +3
Blocking Terrain Impassable
Change Elevations +1 per meter of elevation
Maneuvers
Crouching/Sitting +1
Dropping Prone +0
Turning (0-120 degrees) +0
Turning (each 60 degrees over 120)* +1
Leaping Up/Horizontal +2
Leaping Down +1
Standing Up +2
Encumbrance
EncumberedEncumbered x2x2
Very Encumbered x3
Overloaded 1 MP Maximum
*Or fraction thereof
ACTION COMPLEXITY TABLEIncidental ActionsNon-MovementNon-Movement
Crouch Drop Object
Drop Prone Gesture
Leaping (Downward)Melee Defense (except Break Grapple)
Observe Quickly(No Perception Skill) Sit Down
Speak (Single Word) Stand Up
Movement
No Movement Walking
Simple ActionsNon-Movement
Lead Team Leaping (Upward or Horizontaly)
Load Weapon Melee Attack
Melee Defense (Break Grapple)
Observe in Detail(Perception Skill)
Pick Up/Put Down ObjectRanged Attack (other than Suppression Fire)
Ready/Draw Non-Crewed Weapon/Small Equipment Recover From Stun
Speak (Brief Phrase) Stow (Sheath Equipment)
Use Simple Object Use Simple Skill (Trained)
Movement
Climbing(with Climbing Skill) Crawling
Running Swimming (with Swimming Skill)
Complex ActionsNon-Movement
Careful Aim Extinguish Fire
Ranged Attack(Suppression Fire)
Ready Large Equipment/Crewed Weapon
Recover Fatigue Speak (Conversation)
Spot for Indirect Fire Use Complex Object
Use Complex Skill Use Untrained Skill
Movement
Climbing (without Climbing Skill) Evading
Sprinting Swimming (withoutSwimming Skill)
2011 The Topps Company, Inc. All rights Reserved. BattleTech, Classic BattleTech, A Time of War, BattleMech, MechWarrior and Mech are registered trademarks and/or trademarks of The Topps Company, Inc., in the United States and/or other countries.Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC.
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